Starting to add cascading shadow maps
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@@ -1,6 +1,7 @@
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#include "LightCullingPass.h"
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#include "Actor/CameraActor.h"
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#include "Component/Camera.h"
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#include "Component/Transform.h"
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#include "Graphics/Command.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Pipeline.h"
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@@ -15,7 +16,8 @@ LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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LightCullingPass::~LightCullingPass() {}
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void LightCullingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
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viewParamsSet = createViewParamsSet(cam, transform);
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updateViewParameters(cam, transform);
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viewParamsSet = createViewParamsSet();
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oLightIndexCounter->pipelineBarrier(Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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@@ -232,7 +234,8 @@ void LightCullingPass::setupFrustums() {
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numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
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viewParamsSet = createViewParamsSet(Component::Camera(), Component::Transform());
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updateViewParameters(Component::Camera(), Component::Transform());
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viewParamsSet = createViewParamsSet();
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dispatchParamsLayout = graphics->createDescriptorLayout("pDispatchParams");
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dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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